using System;
using System.Collections.Generic;
using UnityEngine;

[Serializable]
public class CampaignModel
{
	public string playerGuid = DO.Player.playerGuid;

	public string playerName = DO.Player.playerName;

	public float audioVolume = DO.Player.audioVolume;

	public int goldUsed;

	public string campaignGuid = Guid.NewGuid().ToString();

	public bool dayFinish;

	public bool dayShoppingFinish;

	public List<string> dayShoppingItems = new List<string>();

	public int dayIncome;

	public int dayIncomeRewarded;

	public int balance = 1200;

	public int totalIncome;

	public float playerSpeed = 2f;

	public float playerStrength = 2f;

	public float playerHealth = 100f;

	public int playerKickTotal = 1;

	public int storyDone;

	public List<StageItem> stageItems = new List<StageItem>
	{
		new StageItem
		{
			name = "ClaymoreMine",
			pos = new Vector2(-2f, -1.2f),
			usedItemName = null
		}
	};

	public int day = 1;

	public List<string> availableItems = new List<string> { "M686", "SuperShorty", "FruitKnife", "SurvivorSuit", "Roadblock", "Grenade" };

	public string primaryWeapon = "M686";

	public string secondaryWeapon = "SuperShorty";

	public string meleeWeapon = "FruitKnife";

	public string suit = "SurvivorSuit";

	public string pet = "Init";

	public int killCount;

	public float playTime;

	public int retryCount;

	public RuntimePlatform platform = Application.platform;

	public string version = Application.version;
}
